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(sp (civilisation = civilization to be consistent))
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:Each turn, the trade resource is "spent" according to the rates you set on at least one of three things:
:Each turn, the trade resource is "spent" according to the rates you set on at least one of three things:
** Tax - The trade goods become money in your civilization treasury. You can use it to rush-build, given the right conditions, use it as part of a trade with another civilization, or even give it as a gift.  Tax revenue is also used to pay required maintenance fees for improvements and wonders, as well as, in the latest versions, support and upgrade your units.
** Tax - The trade goods become money in your civilization treasury. You can use it to rush-build, given the right conditions, use it as part of a trade with another civilization, or even give it as a gift.  Tax revenue is also used to pay required maintenance fees for improvements and wonders, as well as, in the latest versions, support and upgrade your units.
** Science - The trade goods go toward scientific research, allowing you to research new technologies that can unlock new units, improvements, wonders, and unit abilities.  Falling too far behind your competitors in the science race the most reliable way to lose the game. (As mentioned below, the Colonization equivalent is the Liberty Bell, where the "new technologies", such as faster ships or greater production, are called "Founding Fathers".)
** Science - The trade goods go toward scientific research, allowing you to research new technologies that can unlock new units, improvements, wonders, and unit abilities.  Falling too far behind your competitors in the science race is the most reliable way to lose the game. (As mentioned below, the Colonization equivalent is the Liberty Bell, where the "new technologies", such as faster ships or greater production, are called "Founding Fathers".)
** Luxury/Culture - The trade goods go toward entertaining the populace, keeping them happy or content, which increasingly becomes a factor the larger your city population becomes.  In addition, in some games, the more cities you have, the sooner you have to deal with unhappy citizens.  In many Civ games, luxury output first transforms content citizens to happy ones, then, if there are still unallocated luxury output and no content citizens, transforms unhappy citizens to content, then happy, citizens.  Angry citizens and resisters are generally unaffected by luxuries. This was replaced in ''Civilization IV'' by a culture slider, accessible  with ''music''. Commerce is diverted to producing culture, which expands you boarders and, with some buildings, helps to make citizens happy.
** Luxury/Culture - The trade goods go toward entertaining the populace, keeping them happy or content, which increasingly becomes a factor the larger your city population becomes.  In addition, in some games, the more cities you have, the sooner you have to deal with unhappy citizens.  In many Civ games, luxury output first transforms content citizens to happy ones, then, if there are still unallocated luxury output and no content citizens, transforms unhappy citizens to content, then happy, citizens.  Angry citizens and resisters are generally unaffected by luxuries. This was replaced in ''Civilization IV'' by a culture slider, accessible  with ''music''. Commerce is diverted to producing culture, which expands you boarders and, with some buildings, helps to make citizens happy.